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After tons of testing I've arrived at what is close to MY optimal Skaven list. Have a look, I love feedback.
Grey Seer w/ Dispel Scroll, Talisman of Preservation and Iron-Curse Icon
Most important model in the army. All resources protect him as he takes whatever Lore combination I deem most useful. Scroll is to shut down that crucial Dwellers etc.
Chieftain w/ Shield, Storm Banner
Second most important model, he hides with the Seer. Storm Banner is to let my heavy hitters move in until the Gutter Runners break things.
Warlock Engineer w/ Warp-Energy Condenser and Lvl 2 Upgrade
Nets me two spells, hopefully Warp Lightning and Scorch/Crack's Call. Also generates extra dice, which is useful.
50 Giant Rats w/ 9 Pack Masters
Stupid under-rated unit. Death Frenzy = 42 attacks under most circumstances in a 5x10 formation. Bless With Filth is rude and will crush any unit without a great save in a hurry. Chief block breaker.
2x25 Clanrats w/ Musician
Glorified wounds, as Clanrats should be. One unit holds the Seer and BSB, the other is the Warlock. If one gets low the character abandons ship to the other unit.
5x50 Slaves w/ Musician
Best unit in the game, period. Holds even the most murder units for 2-3 turns, most units for a whole game. Gets me in optimum magic/shooting position while protecting the characters.
2x9 Poison Wind Globadiers and Bombadier w/ Death Globe
The best of bad to mediocre armor killers that Skaven have. Ability to run behind hard cover, I mean Slaves is good, combined with Skirmishing renders them immune to BS shooting. Than they do 2-3 wounds a turn, dropping the template on the likes of Chaos Warriors or big Knight units.
2x10 Gutter Runners
Warmachine hunters, Mage hunters, shooting hunters, the list goes on. Part of my Monster safety net as well.
While not as good as people make it out to be, it's still strong. Primarily aimed at Ogre type units although it can kill a real Monster with a little luck. never even looks at a block unless it has too.
Hell Pit Abomination
All purpose Infantry sacker and intimidation unit. Eats the Cannons so the Doomwheel doesn't have too, also a great Monster killer.
Total Cost = 2500
I think this is a pretty fun list. It doesn't exploit the Army Book nearly as much as possible while still being strong and very diverse. I play in all phases of the game, have no weaknesses I can't counter but still need to play REALLY smart to win. Thoughts?
I personally have never had much luck with globes, But i think it comes down to personal taste, as i'm a fan of jezails.
Thats a lot of slaves! I can't think of anything that would be able to break that line, much less maneuver around it! All around i think it looks like a fantastic list. Fun but not to rock hard...Except maybe the overwhelming number of slaves!
They can die to many things, but you're right they're impossible to avoid. I find most people take them 1v1 which is a complete mis-play, but that's the player not my or his army.
I'm not 100% on the Globadiers, they need testing. I need something that's not Magic for Cavalry and Monsters, options are quite limited sadly. WLCs are pure trash in my opinion and that's the peoples choice.
Having that many slaves is a risk to your game, as if your opponent has any decent ranged weaponry, he/she will send a chain of panic down your line, transforming your once formidable battle-line into an army of fleeing vermin! And I would also replace the PWG with Jezzails, because they will most likely die before they reach their range.
The rest of your list is excellent. It fully embodies the horde element of the Skaven (I counted 393 models!) and the Gutter Runners are perhaps the best idea you have had in that list. I had them exactly the same in my last game, if it goes the same as it did for me, you will be very pleased with the results (just make sure you remember to roll to deploy them in second turn, as I almost forgot!).
And if he is shooting them, he's not shooting (/magicking) the important stuff. Sometimes it really is a win/win scenario.
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone
He won't need to worry about panic that much. As rork said with the ranks their leadership is high, add the bsb to that and he has a solid wall of rats that won't be going anywhere but forward fast.
Test out the globes, you may have more luck with them then I. =D
Yeah I've never had a unit Panic in over 30 games, Ld10 re-roll is a less than 1% chance to head for the hills. Just have to manage the bubble properly.
PWG will be tested, they only fear Magic as range because of Skirmish and hard cover, plus Storm Banner. Jezzails are significantly worse imo because they can't move, so it's hard to keep LoS as the game goes on unless I have a Hill or Building, which isn't always true.